I have finished GreedFall: The Dying World. In general, the game has charm and I am happy with the time spent, but there are technical issues and minor bugs. In terms of combat, the tactical approach did not change much - the tank CC's, everyone else hits. The tank companion was able to restore both his armour and health, so could effectively hold the line indefinitely (or until the damage received was higher than the AP generation). The only issue was the range of the Taunt ability when there were many foes. The final boss died surprisingly quickly on the first attempt, being able to perform only a single attack each time between getting stunned. On the continent, there were much fewer giant "guardian" bosses, but the ones present were unique in combat design and appearance. When compared to GF1, where there were very few types but at least one boss per location (as everyone and their grandpa were turning into the tree zombies), the difference is noticeable. I strongly suspect that a deeper understanding of the systems would be required on the higher difficulties, as there are a lot of active and passive abilities, their synergies, and craftable consumables. I was looting a lot, but did not have the need to use resources, so I shouldn't have combed the locations - it was a significant time sink and interesting or unique items were only in chests and only in ~5-10% of them. On an amusing note, some armour descriptions were easter eggs - there was a jacket of Those Who Come After (Expedition 33), an armour of the Sands of Time (Prince of Persia), and some heavy cuirass referencing a Balor and a bridge (the Lord of the Rings, I believe). I like the equipment design quite a lot, though the colour schemes being bound to the equipment tiers was somewhat unpleasant (granted, only the tank really needed the armour). In terms of story, it was quite compelling overall. The PC is unavoidably mostly Neutral Good and can automatically do dumb ****. It is noticeable in the main quest, but there are more options in the side quests. The antagonist appeared in person fairly late, though the impact of the actions was felt throughout the game. I'd say that it is welcome, as talking BBEGs annoy me immensely. Unfortunately, the PC is also unavoidably a druid story-wise, even if they wear heavy armour and wield a rifle. As for the continuity, the quest outcomes tracked correctly (e.g. the Knight appears if survives), even if sometimes unpleasantly (I said a wrong thing to a random guy in the main quest, so he did not cooperate and died suddenly in a side quest, so I messed up a faction quest line). There are smaller inconsistencies, such as a companion firstly being told that the PC's father died, then 15 minutes later in an environmental auto-dialogue asking about what happened to the PC's father (as in whether he was alive). At some point, a companion can do an unwise action and die. I was able to ask the companion kindly not to do it, so the party member was definitely not dead. When we revisited the location where the dialogue took place, the companion's corpse was lying prominently next to the path and the very same character was standing right next to me and being quite alive. A smaller thing is that I had found a turban with a full-face mask early and wore it throughout the playthrough. Every NPC still recognised me as an islander and, in one scene, I drank a potion without removing the headgear. Several times, I got kicked out from stealth for the enemies to start a dialogue, despite them normally being unable to look down and see me crouching 2 metres away. Also, in a side quest, we found a lizard dog, a lewolan, who had been brought to the continent and quite stressed due to being a territorial animal in an unfamiliar environment. So, naturally, the party liberated the scaly doggo and stashed him in the cargohold next to the merchant. At no point there was an opportunity to release him back on the island, so he stayed there with the tail clipping through the wall behind. Overall, the side quests were satisfying and the number and variety were just right - no filler and the world did not feel empty. The companion quests provided an impressive range of activities, from the usual combat to stealth to puzzles, so I was quite happy with them. Also, somewhere from the mid-game, several capes with +2 to the talents became available, so they covered a lot of skill checks. I still needed some investment to get the Hard checks, but there were few enough of them. As for the other bugs, the game crashed a few times during cutscenes, I had only one corrupted save file and once the companions' bodies and hair failed to load, so I was talking to bald flying heads and hands. The more noticeable issues were the performance, the NPCs and textures loading late (so the props, such as brooms and sword were levitating), and the ship. When you travel between the main areas via the ship, you first get teleported to the ship, and only then to the chosen fast travel point. While the area loads (from an SSD), the game, including the sound, stutters and briefly freezes. It would have been better if the loading screen for this was just the ship sailing animation (either its concept art or something more fancy, like it moving on the world map), especially considering that the ship could be fast-travelled to at any time. One time (that I noticed), an optional merchant became unavailable (despite loudly advertising her services) and I missed a unique piece of armour. Regarding the DLC, I think it was released on 4 May, so Spiders themselves must have worked on it. From SteamDB, there have not been any file updates since. I suppose, unless the developers somehow reorganise and regain their IP, there might be no further support.